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Feed A Mosquito Base Upgrades: Health Station Chain, Costs and Plot Expansion

The confirmed Feed A Mosquito base upgrades — chair, toilet IV, hot tub, bench, couch, bed and plot expansion — where each one is bought and what each one changes.

Base upgrades in Feed A Mosquito happen inside your own base, and two tracks are confirmed in live play. The first is the health station — the seat you start the game sitting on — which climbs a visible chain from a level 1 chair through a toilet (the "toilet IV"), a bathtub-shaped hot tub, a bench and a couch to a bed, with every step bought for in-game Money at the station and every step making you regain blood faster while you sit. The second is plot expansion, which you buy when your base runs out of mosquito slots. Here is where to buy, how to execute a purchase, and everything the game has actually been shown to change.

Where base upgrades are bought

Both tracks live at your base. When you start, your base is empty except for one spot where you sit to gain life — and it displays level 1, showing there are further levels to unlock. Purchases happen right there at the station: you accumulate Money from playing, and when you can afford the next step, you buy it on the spot. A verified purchase plays out like this:

  1. Earn Money by playing — fighting mosquitoes, collecting larvae and feeding your mosquitoes all pay out.
  2. Walk to the health station inside your base and take its upgrade prompt once you have the price shown.
  3. Pay, and the station is visibly replaced by the next piece of furniture in the chain.

The success check is unmissable: after one purchase, a player reports "we managed to upgrade our life gainer, and now we're sitting on a toilet," and the health refill that follows is faster than before.

Feed A Mosquito base upgrades visual reference

Confirmed upgrade options

UpgradeWhat it changes (confirmed)Documented cost
Chair (level 1, starting furniture)The sitting spot where you regain health/bloodNone — you start with it
Toilet ("toilet IV")Noticeably faster regain: "Now we're getting a lot more blood"Shown on the in-game prompt
Bathtub-shaped station ("hot tub")Higher regain; exact rate never statedAbout 15,000 in both playthroughs
Bench40 health per secondShown on the in-game prompt
Couch80 health per secondShown on the in-game prompt
BedPurchased in footage; per-second gain never statedShown on the in-game prompt
Plot expansionMore capacity for mosquitoes at your baseShown on the in-game prompt

A few notes on reading that table correctly:

  • The order chair → toilet → hot tub → bench → couch → bed is the sequence two separate playthroughs actually bought, not an official ladder posted by the game. One playthrough even hit a later step that produced another couch ("level this up. Oh, we now get a couch"), and "We need to level up the bed" implies the bed itself has further levels — nobody has shown where the chain ends.
  • The ~15,000 figure is the only station price the footage documents, and it belongs to one mid-chain step: the upgrade that turns the chair into the bathtub-shaped station. One player counts up from 8,000 to "almost at the 15,000 needed," pays, and gets a bathtub-shaped object; the other says the only way to get "way more health" is "by getting 15k." Don't treat 15,000 as the price of every step — the toilet, hot tub, bench, couch, bed and plot expansion each show their own price when you go to buy.
  • The station shows a level on its display, and one player plans to "upgrade our toilet to level three soon," so level numbers exist on the prompt — but a full level-by-level breakdown with prices hasn't been shown.

These details come from single-session playthroughs, and prices, furniture and displayed rates can change in updates — the prompt at your station is always the final word.

Plot expansion: buying more mosquito slots

The base's plot is the second purchasable upgrade, and its trigger is obvious in play: you run out of room. After hatching a clown mosquito, one player asks "Do we even have enough slots? Okay, let's expand the plot just a little bit," and later hits "Our base is full again" while deciding which mosquitoes to keep. Expanding adds capacity for more mosquitoes in your base; the footage never shows its price, so read it off the prompt the game offers when you're full.

Why the station matters: one health pool, two jobs

The health you bank at the station is both your currency for feeding and your armor in the field — as one player puts it: "This health we gain serves both for us to feed the mosquitoes at our base, but also as resistance every time we go to defeat the mosquitoes in the field." Each station step therefore pays off twice: better mosquitoes drain more blood, so faster regain means faster feeding, and stronger field enemies chip your health down quickly, so a bigger, faster-refilling pool is what lets you survive the fight. For the feeding side of that loop, see the Feed A Mosquito feeding guide.

Which upgrade to buy next

Nothing in the evidence supports one universally optimal purchase order, so let what's blocking you decide:

  • Getting drained dry while feeding, or losing field fights? Buy the next health-station step — every confirmed step raised the regain rate.
  • A new mosquito hatched and there's no slot for it? Expand the plot.
  • Killing things too slowly? That's not the base's job — weapons, plus the character Damage and Speed categories added in Update V2, are separate upgrade tracks with their own costs.

All of it runs on Money, so before a long saving session it's worth a quick check of the codes page for current freebies. And when you want to weigh base steps against weapons and mosquito choices, compare cross-system priorities in the best upgrades guide.